namespace Helion.Resources.Definitions.Decorate.Flags;

public class ActorFlags
{
    public bool? AbsMaskAngle;
    public bool? AbsMaskPitch;
    public bool? ActivateImpact;
    public bool? ActivateMCross;
    public bool? ActivatePCross;
    public bool? ActLikeBridge;
    public bool? AdditivePoisonDamage;
    public bool? AdditivePoisonDuration;
    public bool? AimReflect;
    public bool? AllowBounceOnActors;
    public bool? AllowPain;
    public bool? AllowParticles;
    public bool? AllowThruFlags;
    public bool? AlwaysFast;
    public bool? AlwaysPuff;
    public bool? AlwaysRespawn;
    public bool? AlwaysTelefrag;
    public bool? Ambush;
    public bool? AvoidMelee;
    public bool? Blasted;
    public bool? BlockAsPlayer;
    public bool? BlockedBySolidActors;
    public bool? BloodlessImpact;
    public bool? BloodSplatter;
    public bool? Boss;
    public bool? BossDeath;
    public bool? BounceAutoOff;
    public bool? BounceAutoOffFloorOnly;
    public bool? BounceLikeHeretic;
    public bool? BounceOnActors;
    public bool? BounceOnCeilings;
    public bool? BounceOnFloors;
    public bool? BounceOnUnrippables;
    public bool? BounceOnWalls;
    public bool? Bright;
    public bool? Buddha;
    public bool? BumpSpecial;
    public bool? CanBlast;
    public bool? CanBounceWater;
    public bool? CannotPush;
    public bool? CanPass;
    public bool? CanPushWalls;
    public bool? CantLeaveFloorPic;
    public bool? CantSeek;
    public bool? CanUseWalls;
    public bool? CausePain;
    public bool? CeilingHugger;
    public bool? Corpse;
    public bool? CountItem;
    public bool? CountKill;
    public bool? CountSecret;
    public bool? Deflect;
    public bool? DehExplosion;
    public bool? DoHarmSpecies;
    public bool? DontBlast;
    public bool? DontBounceOnShootables;
    public bool? DontBounceOnSky;
    public bool? DontCorpse;
    public bool? DontDrain;
    public bool? DontFaceTalker;
    public bool? DontFall;
    public bool? DontGib;
    public bool? DontHarmClass;
    public bool? DontHarmSpecies;
    public bool? DontHurtSpecies;
    public bool? DontInterpolate;
    public bool? DontMorph;
    public bool? DontOverlap;
    public bool? DontReflect;
    public bool? DontRip;
    public bool? DontSeekInvisible;
    public bool? DontSplash;
    public bool? DontSquash;
    public bool? DontThrust;
    public bool? DontTranslate;
    public bool? DoomBounce;
    public bool? Dormant;
    public bool? Dropoff;
    public bool? Dropped;
    public bool? ExploCount;
    public bool? ExplodeOnWater;
    public bool? ExtremeDeath;
    public bool? Faster;
    public bool? FastMelee;
    public bool? FireDamage;
    public bool? FireResist;
    public bool? FixMapThingPos;
    public bool? FlatSprite;
    public bool? Float;
    public bool? FloatBob;
    public bool? FloorClip;
    public bool? FloorHugger;
    public bool? FoilBuddha;
    public bool? FoilInvul;
    public bool? ForceDecal;
    public bool? ForceInFighting;
    public bool? ForcePain;
    public bool? ForceRadiusDmg;
    public bool? ForceXYBillboard;
    public bool? ForceYBillboard;
    public bool? ForceZeroRadiusDmg;
    public bool? Friendly;
    public bool? Frightened;
    public bool? Frightening;
    public bool? FullVolActive;
    public bool? FullVolDeath;
    public bool? GetOwner;
    public bool? Ghost;
    public bool? GrenadeTrail;
    public bool? HarmFriends;
    public bool? HereticBounce;
    public bool? HexenBounce;
    public bool? HitMaster;
    public bool? HitOwner;
    public bool? HitTarget;
    public bool? HitTracer;
    public bool? IceCorpse;
    public bool? IceDamage;
    public bool? IceShatter;
    public bool? InCombat;
    public bool? InterpolateAngles;
    public ActorInventoryFlags Inventory;
    public bool? Invisible;
    public bool? Invulnerable;
    public bool? IsMonster;
    public bool? IsTeleportSpot;
    public bool? JumpDown;
    public bool? JustAttacked;
    public bool? JustHit;
    public bool? LaxTeleFragDmg;
    public bool? LongMeleeRange;
    public bool? LookAllAround;
    public bool? LowGravity;
    public bool? MaskRotation;
    public bool? MbfBouncer;
    public bool? MirrorReflect;
    public bool? Missile;
    public bool? MissileEvenMore;
    public bool? MissileMore;
    public bool? Monster;
    public bool? MoveWithSector;
    public bool? MThruSpecies;
    public bool? NeverFast;
    public bool? NeverRespawn;
    public bool? NeverTarget;
    public bool? NoBlockmap;
    public bool? NoBlockMonst;
    public bool? NoBlood;
    public bool? NoBloodDecals;
    public bool? NoBossRip;
    public bool? NoBounceSound;
    public bool? NoClip;
    public bool? NoDamage;
    public bool? NoDamageThrust;
    public bool? NoDecal;
    public bool? NoDropoff;
    public bool? NoExplodeFloor;
    public bool? NoExtremeDeath;
    public bool? NoFear;
    public bool? NoFriction;
    public bool? NoFrictionBounce;
    public bool? NoForwardFall;
    public bool? NoGravity;
    public bool? NoIceDeath;
    public bool? NoInfighting;
    public bool? NoInfightSpecies;
    public bool? NoInteraction;
    public bool? NoKillScripts;
    public bool? NoLiftDrop;
    public bool? NoMenu;
    public bool? NonShootable;
    public bool? NoPain;
    public bool? NoRadiusDmg;
    public bool? NoSector;
    public bool? NoSkin;
    public bool? NoSplashAlert;
    public bool? NoTarget;
    public bool? NoTargetSwitch;
    public bool? NotAutoaimed;
    public bool? NotDMatch;
    public bool? NoTelefrag;
    public bool? NoTeleOther;
    public bool? NoTeleport;
    public bool? NoTelestomp;
    public bool? NoTimeFreeze;
    public bool? NotOnAutomap;
    public bool? NoTrigger;
    public bool? NoVerticalMeleeRange;
    public bool? NoWallBounceSnd;
    public bool? OldRadiusDmg;
    public bool? Painless;
    public bool? Pickup;
    public bool? PierceArmor;
    public ActorPlayerPawnFlags PlayerPawn;
    public bool? PoisonAlways;
    public bool? Projectile;
    public bool? PuffGetsOwner;
    public bool? PuffOnActors;
    public bool? Pushable;
    public bool? QuarterGravity;
    public bool? QuickToRetaliate;
    public bool? Randomize;
    public bool? Reflective;
    public bool? RelativeToFloor;
    public bool? Ripper;
    public bool? RocketTrail;
    public bool? RollCenter;
    public bool? RollSprite;
    public bool? ScreenSeeker;
    public bool? SeeInvisible;
    public bool? SeekerMissile;
    public bool? SeesDaggers;
    public bool? Shadow;
    public bool? ShieldReflect;
    public bool? Shootable;
    public bool? ShortMissileRange;
    public bool? Skullfly;
    public bool? SkyExplode;
    public bool? SlidesOnWalls;
    public bool? Solid;
    public bool? SpawnCeiling;
    public bool? SpawnFloat;
    public bool? SpawnSoundSource;
    public bool? Special;
    public bool? SpecialFireDamage;
    public bool? SpecialFloorClip;
    public bool? Spectral;
    public bool? SpriteAngle;
    public bool? SpriteFlip;
    public bool? StandStill;
    public bool? StayMorphed;
    public bool? Stealth;
    public bool? StepMissile;
    public bool? StrifeDamage;
    public bool? SummonedMonster;
    public bool? Synchronized;
    public bool? Teleport;
    public bool? Telestomp;
    public bool? ThruActors;
    public bool? ThruGhost;
    public bool? ThruReflect;
    public bool? ThruSpecies;
    public bool? Touchy;
    public bool? UseBounceState;
    public bool? UseKillScripts;
    public bool? UseSpecial;
    public bool? VisibilityPulse;
    public bool? Vulnerable;
    public bool? WallSprite;
    public ActorWeaponFlags Weapon;
    public bool? WindThrust;
    public bool? ZdoomTrans;
    public bool? Map07Boss1;
    public bool? Map07Boss2;
    public bool? E1M8Boss;
    public bool? E2M8Boss;
    public bool? E3M8Boss;
    public bool? E4M6Boss;
    public bool? E4M8Boss;
    public bool? FullVolSee;
}
